Sumez wrote:
I think it might also be detrimental to try to think of the game as an action game. When I first played it, in the 90s mind you, I thought it was a really creative take on the turn based RPG, due to how it incorporates real time movements. I don't think I would ever describe it as an action RPG - especially later in the game where you'll still be fighting most boss battles using the menus. Something that's double true for the game's immediate sequel. I wonder what you'll think of that one - it has better feeling melee combat at least.
I can see what you mean by that - the combat doesn't feel precise enough to really feel like an action RPG and there is a massive emphasis on using the sprite's offensive spells later on to keep tough bosses locked down. But then it ends up feeling worse than many turn based games where there's more option and nuance in terms of choice in what abilities or skills you use. If there's little distinction in positioning or ability to dodge it sucks the joy out of some of the action element. Some of the more interesting fights such as trying to take on the werewolves solo to get the girl before the sprite have the potential fun sucked out when you discover they can kill you simply by knocking you down and repeatedly hitting you on the ground, so you get knocked down each time you stand. You can do this to enemies to an extent too, and I'm on the fence if I'm OK with it similar to beating up an enemy in a traditional beat em up or if it feels a tad dull. I've seen gameplay of the sequel and the melee combat element does indeed look vastly improved.
It feels like the real-time combat and multiplayer elements came at the expensive of an enjoyable and precise game, though I admit I am spoiled by true action RPGs. There's really nothing quite like the best of the Tales of games which came out for the PS2 and sadly still have yet to be translated, and there are other 2-4 player multiplayer games such as dungeon crawlers I've played that nail the top-down realtime action RPG thing that Secret of Mana was going for and Secret of Mana mostly leaves me wanting to play those. I'm not sure if my opinion would be different if I had played Secret of Mana at the time of its release, but I'm pretty sure I would be looking back on it now as a game that had tried but not really succeeded at what it was going for compared to later attempts. Other SNES games that did pseudo turn-based, an ATB time system, or had special timing on button inputs all feel like they hit the mark with what they did better (FFIV to FFVI, Mother 2/Earthbound, Super Mario RPG). There was also
Radia Senki for the NES I've played - it's a slower paced game than Secret of Mana, but I enjoyed it a good deal more. Combat is simpler than SoM, but better execution, and an even earlier example of real time combat in a true RPG than Secret of Mana (came out 2 years earlier than SoM).
At least I hope so - I used to be in love with Outrun for the Commodore 64 and now that I actually have experience with the arcade and other ports, it's pretty bad honestly, mostly due to how the traffic works and how unforgiving the game is even compared to the arcade version. The music's great, but I sure as heck don't have nostalgia goggles for the game.
We've just killed off the Vampire so I'd judge we're about halfway through the game. Really no strategy there other than quickly discover Salamando works then spam Fireball repeatedly. When you're "good" at the game it feels a good deal less interesting than your average turn based SNES RPG (be it Final Fantasy, Lennus, Chrono Trigger, etc). Secret of Mana also lacks the first game's freedom of character development. In the first Seiken Densetsu you can freely choose which stats you raise, allowing you to either develop a fighter, mage, HP tank, or one that focuses on the special attack meter. It's pretty interesting and games that allow some player control over development are cool. The closest thing you get here is the ability to use all the weapons on whoever you'd like, though the sequel has way more freedom in terms of character classes so that's likely another reason I'd find the sequel preferable.
I managed to find a few other reviews
like this one that echo a lot of my sentiments about the game so I'm glad I'm not alone in thinking Secret of Mana's not all it's cracked up to be.
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I feel like I should mention that all three SNES Final Fantasy games have co-op multiplayer, and it's one of the most underrated features of that series.
I recall FFIV had this removed from the American release, but FFVI and also Chrono Trigger (possibly?) had multiplayer. It was pretty fun to play it with a friend. Earthbound for the SNES also accepts inputs in combat from both controllers if I'm not mistaken.